Alternate Purpose and Multiple Cores
Tip by CrossTheRubicon
One of the best features that has been added to Fraxy is the ability to Shadow and Hide parts. With these functions, now one can create truely multiple cores for creations! How is very easy, simply make the first core whatever type you want, shadow or hide it, and add as many cores as you want. To make those cores independant, add parts to the shadowed/hidden core or else when the other cores are destroyed, their parts will go with it.
Here is an example of what it should look like:

This technique can also be used to make ships with no core. (This is a glitch as it makes the boss unbeatable. To fix this, create events that trigger the main core's destruction when the other cores are destroyed.)
Having More of the Same Weapon
Tip by Nutman217
Frustrated by a bullet hell boss that kills you right after your respawn invincibility has run out? Well,get revenge by stacking a pile of shields onto your player ship's weapontry bar!The result is an infinite amount of protection from that evil boss' vulcan sprinkles and bullet sprays,etc! It also works with winder bullet attacks! The result is an everlasting spray ofdual bullets!(That's why the mouse roller was invented.) Well,there IS drawbacks. The more weapontary,the more slower your ship moves. Also,winder bullets drain loads of energy to use.
It's bullet hell made easy! (Note that my energy bar is full and therefore,I am still living)

Note that only Normal and Tanker ships experience slowdown with all weapon slots filled, and only while boosting (edit by Bukkarooo)
How to change damage and other stuff
Tip by Rattricks
Thanks to ECNM for this idea.

You can open the READ ONLY FILES with notepad and edit as you want.
You can also change something so theres no core by just edditing, say, turning 36(missile core) to 4(bullet), which is in the picture below.
I'l update when i feel like it.
.
Deleting Phantom Part
Tip by ECNM
As you develop new and better Fraxy creations, sometimes you will be halted by the program itself. Perhaps you've seen one before, menacingly mocking you by existing when it shouldn't: a "phantom part." What I mean by a phantom part is one that you have deleted, and yet insists on still existing in the game and the editor. Since it no longer exists to the editor's interface, you cannot select the part in the editor, though you can see it and it's effects.
So, how do you destroy these pesky annoyances? Simple.
First be warned that I've only done this once, and have been unable to replicate the bug. So just in case, be sure to make a back up of your creation first.
Open the file in the editor. Hover over the the part in the editor to find out it's ID -- you may need to activate ID on the toolbar. Now open up your file in Notepad. Oh, look! The .fed files are glorified text files! How convient! Parts are recorded in chronological order, so just count the parts until you get to where your little polterguist should be. Copy and paste another part there. Save the file, and open it again in the editor. Find the part with the appropriate ID number -- you copied another part to where it should be, so it might be a different part than before -- and delete it. Run a test to see if it's still there, and if it isn't, throw a party. Or just continue making your engine of destruction.

It would be unbelievably hardcore of you to edit enemies like this.
Making Stealth and shields
Tip by Peanutlordofdoom
A little trick I found. Get any part that looks like a generator for something. Now, different instructions are needed for stealth and shields.
Stealth
Firstly, you will need to hide the part(s) you want to be stealthed. Set the generators events to: If Destroyed, show flag: normal [item] (x2/3/4 for extra parts). Finally, change the durabilities. If you never did maths at school, then you have a problem. The generators durability must be lower than that of the part(s), and once you take away the generators durability from the parts durability, that's the durability the part(s) is/are going to have when the generator is destroyed. The results are that you have hidden parts until the generator is destroyed, at which point you can destroy them.
Shields
Nothing much. This time, you should start with the events. If Destroyed, change durability: [durability the part(s) would originally be/durability you want it/them to be] (x2/3/4 for extra shielded parts). Now, change all the shielded parts durabilities to -1 to make them invincible, for all the noobs who don't know how to make them invincible. I don't really know if the math part in stealth applies here... anyway. Once you destroy the generator, the parts will be vunerable. If you don't, you have invincible parts.
Hope I helped =D
Comments (13)
Anonymous said
at 1:58 am on May 24, 2008
Hey, a small question. I figured out how to get rid of "phantom parts" (parts that were deleted, and therefore don't exist to the editor, but still continue existing in game), and I thought others might like to know about it too. Would this be the place to put that?
Anonymous said
at 5:08 am on May 24, 2008
Go right ahead! I'm intrigued. Yes this would seem to be the best place for something like that
Anonymous said
at 6:11 am on May 24, 2008
Who knew having an undeletable missile core creep into your creation could be such a learning experience?
Anonymous said
at 6:33 am on May 24, 2008
0.o ....nice?! Although I am actually wondering how your bug occured. I've never had trouble with "phantom" pieces. Could it be something to do with how you edit your .fed files? Do you use a text editor (like notepad) as well as the normal editor?
Anonymous said
at 7:43 am on May 24, 2008
Nope, I discovered that they were text files out of desperation to save my creation. I believe it occured because I deleted a joint-detach that had some missiles on it. One of the missiles decided to not stop existing.
Anonymous said
at 7:44 am on May 24, 2008
By missiles, I mean cores, of course.
Anonymous said
at 10:17 am on May 24, 2008
if you test an event with a 'detach' action the pices seem to stay around......... just save before you push play.. then exit the editor and start again
Anonymous said
at 3:35 pm on Jun 20, 2008
Hey, uh, is it really true that having more weapons slows down your ship? I just did a test with 1 weapon vs. 5, and it seemed exactly the same to me. Of course, I could have done it wrong...
Anonymous said
at 7:08 pm on Jun 20, 2008
What ship were you using? Thinking about the ship types, it would probably slow down normal and maybe tanker... I'll try with all three and put my results here in the comments
Anonymous said
at 7:18 pm on Jun 20, 2008
After a little fooling around this is what I came up with (just eyeballing it haha). The attacker ship doesn't go slower with more weapons. The normal ship, however, is a little slower boosting with 5 weapons and not 1. And the tanker has some very minor (almost unnoticeable) slowdown while boosting.
So, there IS in fact slowdown on the normal and tanker ships, but it's barely noticeable and it's only while boosting where the speed is different
Anonymous said
at 12:28 pm on Jun 24, 2008
You can use string concatenation in a filename! Like this:
bgx = 100
bgy = 100
"BGLOAD","data/bg-X"+bgx+"-Y"+bgy+".bmp",0,...
That will load the file "data/bg-X100-Y100.bmp". This way, you can load any number of backgrounds dependent on variables! This way you can make a series of maps, all linked together. I used 100 as a starting point so that my filenames in the directory are much easier to sort.
Hope this tip helps!
- Zax
CrossTheRubicon said
at 9:26 pm on Oct 24, 2008
Interesting Rattricks, do you mind if I post this on the Compendium Redux?
Anonymous said
at 9:44 pm on Oct 24, 2008
Sure.
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